using System;
using Server;

namespace Server.Misc
{
	public delegate void DoEffect_Callback( Point3D p, Map map );
	
	public static class Geometry
	{
		public static void Swap<T>( ref T a, ref T b )
		{
			T temp = a;
			a = b;
			b = temp;
		}
		
		public static double RadiansToDegrees( double angle ) 
		{
			return angle * (180.0 / Math.PI);
		}
		
		public static double DegreesToRadians( double angle ) 
		{
			return angle * ( Math.PI / 180.0 );
		}
				
		public class CirclePoint
		{
			private Point2D point;
			private int angle;
			private int quadrant;
			
			public Point2D Point{ get{ return point; } }
			public int Angle{ get{ return angle; } }
			public int Quadrant{ get{ return quadrant; } }
			
			public CirclePoint( Point2D point, int angle, int quadrant )
			{
				this.point = point;
				this.angle = angle;
				this.quadrant = quadrant;
			}
		}

		public static Point2D ArcPoint( Point3D loc, int radius, int angle )
		{
			int sideA, sideB;
			
			if ( angle < 0 )
				angle = 0;
			
			if ( angle > 90 )
				angle = 90;
			
			sideA = (int) Math.Round( radius * Math.Sin( DegreesToRadians( angle ) ) );
			sideB = (int) Math.Round( radius * Math.Cos( DegreesToRadians( angle ) ) );
			
			return new Point2D( loc.X - sideB, loc.Y - sideA );
		}
		
		public static void Circle2D( Point3D loc, Map map, int radius, DoEffect_Callback effect )
		{
			Circle2D( loc, map, radius, effect, 0, 360 );
		}
		
		public static void Circle2D( Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart, int angleEnd )
		{
			if ( angleStart < 0 || angleStart > 360 )
				angleStart = 0;
			
			if ( angleEnd > 360 || angleEnd < 0 )
				angleEnd = 360;
			
			if ( angleStart == angleEnd )
				return;

			bool opposite = angleStart > angleEnd;
			
			int startQuadrant = angleStart / 90;
			int endQuadrant = angleEnd / 90;
			
			Point2D start = ArcPoint( loc, radius, angleStart % 90 );
			Point2D end = ArcPoint( loc, radius, angleEnd % 90 );
			
			if ( opposite )
			{
				Swap( ref start, ref end );
				Swap( ref startQuadrant, ref endQuadrant );
			}
			
			CirclePoint startPoint = new CirclePoint( start, angleStart, startQuadrant );
			CirclePoint endPoint = new CirclePoint( end, angleEnd, endQuadrant );
			
			int error = -radius;
			int x = radius;
			int y = 0;
			
			while (x > y)
			{
				plot4points( loc, map, x, y, startPoint, endPoint, effect, opposite );
				plot4points( loc, map, y, x, startPoint, endPoint, effect, opposite );
 
				error += ( y * 2 ) + 1;
				++y;
				
				if (error >= 0)
				{
					--x;
					error -= x * 2;
				}
			}
			
			plot4points( loc, map, x, y, startPoint, endPoint, effect, opposite );
		}
	
		public static void plot4points( Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end, DoEffect_Callback effect, bool opposite )
		{
			Point2D pointA = new Point2D( loc.X - x, loc.Y - y );
			Point2D pointB = new Point2D( loc.X - y, loc.Y - x );
			
			int quadrant = 2;
			
			if ( x == 0 && start.Quadrant == 3 )
				quadrant = 3;
			
			if ( WithinCircleBounds( quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite ) )
				effect( new Point3D( loc.X + x, loc.Y + y, loc.Z ), map );
			
			quadrant = 3;
			
			if ( y == 0 && start.Quadrant == 0 )
				quadrant = 0;
			
			if ( x != 0 && WithinCircleBounds( quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite ) )
				effect( new Point3D( loc.X - x, loc.Y + y, loc.Z ), map );
			if ( y != 0 && WithinCircleBounds( pointB, 1, loc, start, end, opposite ) )
				effect( new Point3D( loc.X + x, loc.Y - y, loc.Z ), map );
			if ( x != 0 && y != 0 && WithinCircleBounds( pointA, 0, loc, start, end, opposite ) )
				effect( new Point3D( loc.X - x, loc.Y - y, loc.Z ), map );
		}
		
		public static bool WithinCircleBounds( Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start, CirclePoint end, bool opposite )
		{
			if ( start.Angle == 0 && end.Angle == 360 )
				return true;

			int startX = start.Point.X;	
			int startY = start.Point.Y;
			int endX = end.Point.X;
			int endY = end.Point.Y;
			
			int x = pointLoc.X;
			int y = pointLoc.Y;

			if ( pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant )
				return opposite;
			
			if ( pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant )
				return !opposite;

			bool withinBounds = true;
			
			if ( start.Quadrant == end.Quadrant )
			{
				if ( startX == endX && ( x > startX || y > startY || y < endY ) )
					withinBounds = false;
				else if ( startY == endY && ( y < startY || x < startX || x > endX ) )
					withinBounds = false;
				else if ( x < startX || x > endX || y > startY || y < endY )
					withinBounds = false;
			}
			else if ( pointQuadrant == start.Quadrant && ( x < startX || y > startY ) )
				withinBounds = false;
			else if ( pointQuadrant == end.Quadrant && ( x > endX || y < endY ) )
				withinBounds = false;
			
			return opposite ? !withinBounds : withinBounds;
		}

		public static void Line2D( Point3D start, Point3D end, Map map, DoEffect_Callback effect )
		{
			bool steep = Math.Abs( end.Y - start.Y ) > Math.Abs( end.X - start.X );
			
			int x0 = start.X;
			int x1 = end.X;
			int y0 = start.Y;
			int y1 = end.Y;
			
			if ( steep )
			{
				Swap( ref x0, ref y0 );
				Swap( ref x1, ref y1 );
			}
			
			if ( x0 > x1 )
			{
				Swap( ref x0, ref x1 );
				Swap( ref y0, ref y1 );
			}
			
			int deltax = x1 - x0;
			int deltay = Math.Abs( y1 - y0 );
			int error = deltax / 2;
			int ystep = y0 < y1 ? 1 : -1;
			int y = y0;
			
			for ( int x = x0; x <= x1; x++ )
			{
				if ( steep )
					effect( new Point3D( y, x, start.Z ), map );
				else
					effect( new Point3D( x, y, start.Z ), map );
				
				error -= deltay;
				
				if ( error < 0 )
				{
					y += ystep;
					error += deltax;
				}
			}
		}
	}
}
